1/* 2 * Copyright (c) 2015-2016 The Khronos Group Inc. 3 * Copyright (c) 2015-2016 Valve Corporation 4 * Copyright (c) 2015-2016 LunarG, Inc. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a copy 7 * of this software and/or associated documentation files (the "Materials"), to 8 * deal in the Materials without restriction, including without limitation the 9 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 10 * sell copies of the Materials, and to permit persons to whom the Materials are 11 * furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice(s) and this permission notice shall be included in 14 * all copies or substantial portions of the Materials. 15 * 16 * THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 * 20 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 21 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 22 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE 23 * USE OR OTHER DEALINGS IN THE MATERIALS. 24 */ 25/* 26 * Fragment shader for tri demo 27 */ 28#version 400 29#extension GL_ARB_separate_shader_objects : enable 30#extension GL_ARB_shading_language_420pack : enable 31layout (binding = 0) uniform sampler2D tex; 32layout (location = 0) in vec2 texcoord; 33layout (location = 0) out vec4 uFragColor; 34void main() { 35 uFragColor = texture(tex, texcoord); 36} 37